by
Sam Lubell
The projects include designing virtual power plants to promote
the Department of Energys Vision 21 project,
which will create environmentally friendly power-generation
structures. The digital projects, made with 3ds max 5 and
Mental Ray (3D animation and rendering software used by digital
effects houses such as Industrial Light and Magic), are designed
for the year 2020. The project gave the designers leeway to
create structures that tested limits, overthrew conventions
of plant design, and challenged their imagination. The
parameters for these projects differ drastically from most
client work, although the design challenges are similar in
many ways. The Department of Energy gave us an enormous amount
of design freedom. Its kind of a dream project,
says Di Simone.
KDLABs sleek designs challenge power plants intimidating,
grimy image. There are no smokestacks, for instance, because
the plants will utilize new combustion processes that convert
fossil fuels to power in a cleaner, more efficient manner
than in the past. KDLAB has also dedicated much of the footprints
of each power plant to greenspace. One design in their repertoire
is a 65-story, bioclimatic skyscraper in the middle of Lower
Manhattan that has a memorable, aerodynamic form more reminiscent
of a sports car than a structure where electricity is generated.
We wanted it to be something that would shatter peoples
conception of what a power plant should look like and where
it could be located, says Kosinski. In addition to a
bank of fuel cells and a gas turbine in the basement, the
building also has photovoltaic cells integrated into its facade
and a wind turbine on its roof to generate additional electricity.
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Another KDLAB construction, the Desert H2Ouse, is an environmentally
friendly residence that reuses water collected from an on-site
aquifer. Its featured in a two-minute animated film
that has been traveling to animation festivals around the
world, taking second place at the 2001 WebCuts Internet film
festival in Berlin. The fusion of film and architecture is
something that interests KDLAB, whether researching the re-creation
of light phenomena in the computer or the digital simulation
of a handheld camera. When introducing Desert H2Ouse into
the design category of the 2001 RESFEST Film Festival, organizers
coined a new term in its descriptionCinema Architectura.
Another digital architect, Winka Dubbledam, head of New
York City firm Archi-Tectonics, created a 3D exhibition called
From HardWare to SoftForm with the help of MITs Media
Lab. The exhibition shows the central space of a house the
firm built, morphed, twisted, and reconstituted in virtual
space. Another conceptual project, Flex City, offers a plan
to redevelop Lower Manhattan. It changes in real time on-screen
as users plug in various social criteria. Buildings expand
and contract, and greenspaces shrink or enlarge, as the user
decides what the value of the stock market is and who will
be in political office in the next few years.
Dubbledam describes this piece, and all her architecture,
as intelligent because of its flexibility and
adaptability, common themes in virtual architecture. I
thought it was more important to show people whats possible
and explore what defines a city, she says. The computer,
she says, lets people do research and set criteria for themselves.
Virtual architects also work on nonbuilding projects such
as Web sites and digital exhibitions. Asymptote, a New York
firm, designed an interactive landscape for the Guggenheims
online Virtual Museum. Taking the deformed structures of Frank
Gehrys Guggenheim Bilbao even further, the Web sites
central visual motif, a loose spiral reminiscent of the Guggenheim
Museum in New York, deconstructs and morphs itself according
to the choices of the user, who flies through
the site to explore its various sections, such as exhibition
information or the museum itself.
Architects, says Lise Anne Couture, one of Asymptotes
founders, are highly qualified to design in the virtual world
as well as the physical one. We are experts in spatiality
and well trained to be able to deal with complexity,
she says. Peter Anders, author of the book Envisioning Cyberspace:
Designing 3D Electronic Spaces (McGraw-Hill Professional,
1998), points out that the design of 3D online worlds like
Collaboratories, where users interact with each
other in a visually active virtual-reality space, will keep
architects busy for years to come.
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